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Closed 11 years ago.
Hey so I want to create a 3D chess game (3D glass pieces), like the Chess game Vista provides, Chess Titans, but I'm not sure how to get started. I know I should probably use Blender for the modeling and Visual Studios for the programming. Can you provide links to comprehensive tutorials that can help me get started? Thank you
You should use Microsoft's XNA Game Studio:
http://creators.xna.com/en-US/
It's a great API actively maintained by Microsoft and there is a HUGE list of samples and tutorials to help you get started making 3D games right away.
Here's a link to a 3D Othello game written in C# and XNA:
http://creators.xna.com/en-US/minigame/minjie
If you're just getting started, Microsoft's XNA community site is a great place to get going. They have free screencasts that literally start from 0 knowledge and build up from there.
If you've never made a game before, it's probably a good idea to start simple and work your way up. I taught a High School computer class this past summer in which we first wrote the game as a text-based command line game, and then re-wrote it using XNA's game engine. It seemed boring of course at first, but the students came to realize that the objects which represent the game on the back end are inevitably identical no matter what the graphics are like.
Coding simple first and worrying about graphics second is a good way to get your feet wet without becoming completely overwhelmed by learning tons of things at once.
Why not start with creating a 3D board and get the AI logic done, with 2D chess pieces.
This way you can get most of the way on your game and then you can change the textures on the board, improve the chess pieces and better control how the light sources will work.
Googled some resources for you:
Creating an Interactive 3D World in C#.NET
Games Programming in C# - Tutorials, Articles, Source code, FAQ, Discussions, Blogs
Creating an Interactive 3D world with C# and DirectX
For the 3d part, check out unity 3d (http://unity3d.com/), the indy version is now free and support the C# language among others.
Related
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Closed 10 years ago.
I would like to write a program which captures motion using a Kinect and then saves the path of motion and then converts the image created into text.
I am not sure if OCR will be the best way to do it as in all probability the quality of the image will be quite low.
Is there some system anyone could suggest. Also any tips on how to achieve it. Cheers
edit:
Windows Journal does pretty much exactly what I want.
You need a sensor like Kinect and use its APIs to capture the motion. This is very specific to the sensor and motion capturing technology. I don't think you can write a motion capturing technology without third party API using C#.
I fail to see the advantage that the Kinect can give you here.
You have to define first what kind of input this system will have: Will it be the RGB image of a character for example or something more complicated like tracked hand position through time?
If you want to use the Kinect for its depth map, then what you are trying to do seems more like gesture recognition (and mapping of each gesture to a character) to me rather than OCR.
Edit for the gesture recognition way:
I haven't implemented anything myself on that, so I can not really give you clear directions or proposals. There exist a couple of papers on the subject (google scholar search) that take advantage of the available depth info rather than working with 2D images. I would guess that the DIY way would be to get as many training samples as possible for each gesture, train your classifier (wikipedia on supervised learning) and then test your new samples.
If you don't feel so adventurous, you could start by testing some code samples that exist:
The hand tracking sample from OpenNI -you can see an example here, I think it recognizes some gestures too- .
Candescent NUI "Hand and finger tracking with Kinect depth data", I don't think it includes any recognition, but maybe it can help you get better data.
The Kinect for Windows Developer Kit could contain something useful, but to tell you the truth I haven't checked it out.
I can see the gesture recognition approach being very tricky though. There has to be a significant variation between the gestures, otherwise, taking into acount the Kinect low resolution and noise issues, even if you get a very large number of training samples, it could still fail. Imagine writing 'i' or 'l' for example. Or the difference between 'o' and 'a' (depending on your handwriting of course). The scale is so small and the moving of hands so trivial that I don't know if a classifier -even a powerful one- could catch that kind of variations.
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Closed 10 years ago.
I'm new here and have a problem. I am having to pick up C#, but I have no experience in it. I'll mainly end up (probably) doing tooling type stuff, but I haven't programmed in awhile and I don't know a huge bunch about it.
I have to write a class that depicts an enemy spaceship, but I am not quite sure how! I seem to have forgotten everything I learned in Java and VB about writing classes. Where might I find good resources for re-learning to write classes, learning to write a class in C#, and learning to write classes for video games?
Specifically, I have to show how it interacts with other enemies, weapons, how big it is, how it looks, etc.
I'm not asking for code, just for resources on learning.
Maybe you should ask on the gamedev stackexchange platform in order to get more pertinent responses : Gamedev Stackexchange
Also, MSDN is a good solution : Learn Visual C# on MSDN. They describes the basics a lot, concepts, classes, structs, interfaces, with a lot of tutorials and resources (like Creating a Maze for example).
Not a direct answer but:
http://www.3dbuzz.com
They have incredible tutorials on c# and C and for the most part - programming logic is programming logic, once you have a way of thinking its a lot easier irrelevant of what the language is. They also have XNA stuff to help you with that.
You should stick to the MSDN Documentation. It's a good source of information for everything you need to know about C#.
Once you get a good hold on C# you should look into XNA Platform.
It's a free Game Development Engine by microsoft for C#.
You can make games for Windows, Xbox360 and Windows Phone.
http://www.microsoft.com/en-us/download/details.aspx?id=23714
This is the best tutorial I know to learn how to use XNA.
Well if you're starting from the ground up I would suggest download Microsoft's Visual Web Developer. It's a free IDE that will be very helpful for you when programming.
http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-web-developer-express
Once you have that installed, you can follow csharp.net's introductory tutorials:
http://csharp.net-tutorials.com/basics/introduction/
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Closed 10 years ago.
I have made a game in C# with XNA. And I would like to make it playable online.
I want to be able to host a game on one machine and be able to connect to this game on other machines. Kinda like a listen server in Half Life.
This might seem like a pretty common problem that should have been solved a million times. But I have googled my ass off and i cant really seem to find any useful information.
I want to know exactly what I would need, concerning network-stuff, in order to create an online game with XNA, without using the microsoft-Live thingy.
A Library? the using-thing located in top of a class.
Code for initializing this stuff
How to look for another computer playing this game.
How to get/send data between the computers.
On which client are things calculated. If one guy would fire a bullet, should this bullet be created as an object on both clients? Or is one having the object,(checking for collisions etc.) and the other one just gets positions for draw?
I would like someone who has made a game like this to answer, what would be a standard approach.
The built-in XNA libraries are Live-focused, so you'll either have to live with that, or use a different network library.
The .NET UdpClient and Socket libraries are pretty straightforward.
Alternatively, have a look at the Lindgren open source network library. It includes some extension methods for sending XNA types like Matrix, Vector3, etc. which can be useful when you're getting started.
I wrote an answer for a question about making an MMO using lidgren, as mentioned above. It's got a few links to resources you can use to learn how to use it. I've used it personally to have a small test app with 5 users running around together, but I haven't taken it any further than that just yet.
Massive multiplayer in xna
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Closed 11 years ago.
I am well in C# with WPF. Now i want to develop game using WPF. But the problem is i have no basic idea about game development. Can any one give me any advice or any web side or any book reference for game development.
Check out the XNA Developer Centre.
I would use the XNA game development studio. It is designed for building games on the PC and the XBOX. I you are only building a simple 2D game I would scrap C# and work in BlitzBasic or PureBasic as they are very easy to build games.
It depends on what kind of games you want to write. If you want to write Puzzle games then WPF could work. Here is a nice tutorial that shows how to write a puzzle game in Silverlight: http://msdn.microsoft.com/en-us/WP7TrainingCourse_YourFirstWP7AppLab
If you want to write action games (Or pretty much any other kind of game) then XNA is the way to go like others have mentioned. It is a game framework after all.
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I am trying to figure out what game engine I should use? Right now I am trying to pick from toque, shiva, and unity. I will be learning c# and objective c so I can develop iphone games, some windows games, and possibly xna games for xbox.
Also any tips for learning objective c, c#, and designing and coding games?
Best thing for the future is to do what RaYell said in his comment. Start with ONE thing, learn it, and learn it thoroughly before moving on to something else. If you try to take on a half dozen things at once, you'll have broad surface knowledge across all of them, but not enough depth to do anything useful with any of those technologies.
Depth-first > Breadth-first when it comes to learning programming. ;)
If you want to go for both iPhone and XNA then I would consider going with Torque as your engine. They have versions of their 2D and 3D engines for both of those platforms, as well as for the PC, so you can have a fairly similar experience and toolset when developing for all 3. Not exactly the same, but pretty close.
You don't have a choice when developing for iPhone. You'll have to use the Apple iPhone SDK. I think this requires you programming in C (I think).
Likewise, if you're developing for XBOX (and you don't have the corporate XBOX SDK that real game studios purchase), then you'll need to use XNA. You can use the XNA framework (free environment and framework), but you'll also need to learn C# (or VB.NET although officially just C#). Using XNA also lets you build games for Windows environment.
I think you should probably start with something simple before jumping into either XNA or iPhone SDK. Even using something like VB.NET (VS Express is free) windows form app for a simple game like tic-tac-toe would be a good starting point.
It seems like you need to learn a different language and a different framework/sdk to reach all of these environments, so I'd recommend picking one and trying to learn that before you try to learn multiple things. Since C# and VB.NET (and XNA) are all free, have free tutorials, and free development environments (and you're probably using Windows, so you have the requirements) then I'd recommend trying one of these things first. That way, you can see if its something you really want to do. Building games (and software) isn't an easy job, so make sure you do a lot of research and learn the fundamentals before trying to jump into game programming.
I'll add my two cents regarding Unity. I haven't worked with Torque and haven't even heard of Shiva until now (it looks interesting).
My (somewhat limited) experience with game development is that above all, there is a huge amount of learning involved with the game development world and you really need to choose carefully where you spend your time.
You're on the right track looking at comprehensive game engines that include middleware tools. If you really want to make games (and not game engines), you'll want to focus exclusively on generating assets and game logic.
I have worked with XNA and can say that, by itself, it doesn't provide any of the middleware tools you'd need to build a complete game.
As for Unity Vs Torque, I choose unity because of their strong focus on C# (which will only grow more central in their upcoming release). Furthermore, the two communities are vastly different. Torque developers take a lot of pride in the fact the Torque includes the source. It is regarded as more difficult to work with, but will allow you to learn about the core code. Unity is closed source, has an active community and focuses on game development. Their community's attitude is that they are not there to rewrite game engines and that if there is a bug, the Unity team can and will solve it faster and better (they do a great and speedy job of resolving bugs).
My coding philosophy is more to the second. I want to make a game, not a game engine and I prefer a comprehensive tool rather than multiple tools that you have to tie together. Unity is very professional and you can get up to speed very quickly. I'm having a blast developing in it and have gotten concept work together very quickly.
Also, you'll need to learn at least basic 3d modeling and animating. At the very least, you should be able to block out some characters and find an artist to make the real versions later. I strongly recommend Digital-Tutors great series on creating Next-Gen game characters in Maya and ZBrush. Its a series (you don't need the XNA part).
Best of luck. Above all else, make a specific plan and stick with it.
I heartily recommand XNA, not only is it free, well documented and easy to use, but it now runs across all mobile platforms with its open source incarnation MonoGame. You can also avoid having to learn different languages for each platform, C# to rule them all. And C# is a great language in itself.
I suggest starting out with the riemers.net tutorials and working from there. There are many others: that's one of the biggest advantages of choosing this technology, the sheer amount of tutorials and support online.
More importantly than learning an engine or a language (dialect) is to focus on something you can actually pull off in a reasonable time frame. Biting off more than you can chew (common in indie game development) will just deter you from ever trying again. Game development is difficult, an engine is no shortcut.
Aim on a simple, single-player, 2D graphics game. If it's really your first game, you should use generated, ugly-looking content rather than trying to load resources from disk, which probably just complicates things. Build it from the buttom up. You will learn the basics on memory organisation, sprite/bitmap workings, sounds, operating system interaction, to mention a few things.
When you know how to do that that and know it well, you can move on to an engine like Torque; and then you might actually put it to some use. And hey - good luck and have fun!
Edit: You might also be interested in using a rapid game prototyping tool such as Trabant. With such a tool you can try out game concepts in minutes rather than days. When you know what you want, you build it using UE4 or some other game engine. Disclaimer: I'm the author of Trabant.